glValidateProgram can provide additional debugging information when a shader fails to work. It would be nice if OpenSG provided a way to call this method immediately before shader activation so developers could use this for debugging.
We can't just add this into the code right now because it has a performance hit and should not be used at all times. It should only be used when in "debugging" mode or something like that. This type of thing may make sense in other contexts as well to aid in debugging. Maybe we could add a system-wide debug-mode flag that when enabled would tell OpenSG to collect as much debugging information as possible while rendering. ex: collecting GL errors more frequently, checking for valid input to rendering methods, etc…